for phone 8. there is no build error. i get following error when i debug my game;
Exception: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
Type: System.MethodAccessException
Module: Assembly-CSharp
InnerException: <No Data>
AdditionalInfo:<No Data>
at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)
MethodAccessException: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: TODO Line: 0)
A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 132 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
(Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Serialize/SerializedFile.cpp Line: 1170)
Exception: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
Type: System.MethodAccessException
Module: Assembly-CSharp
InnerException: <No Data>
AdditionalInfo:<No Data>
at NodeCanvas.ActionList.Unity_Deserialize()
at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)
MethodAccessException: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
at NodeCanvas.ActionList.Unity_Deserialize()
at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: TODO Line: 0)
do you have windows 8? you could get the same errors when you attempt to build for windows store apps on unity. there are 39 errors. i do not know how to copy and paste all once. i could add screenshot.
dynamic mean check condition always(on all unity update call). non dynamic means check condition after all actions completed.
is there any progress/plan for windows store apps and windows phone 8? those platforms are MUST for me. also i have to use a FSM. so if you do not plan to make nodecanvas compatible with those platform soon, i have to find a solution like starting modify your core.
by the way, i love node canvas because always there is a solution. it is not so important to add one state more. i can easily write my custom actions and conditions and can solve my problems very fast.
i set more than one variable 🙂 i added second state. it works like that 🙂
you should add option like dynamic condition. check always or check on all actions completed. or i can use send event in that case like i did with playmaker.
i use fast platform switch asset. maybe it cause this. i will test it another machine.
i will wait. thanks.
you can write a plugin for few reflection methods and call them for those 2 platforms with #if UNITY_WP8 and UNIT_METRO.
if start with wp8 and windows store apps then other platforms will have limitation. 🙂
i am sure that you can handle it with unity platform dependent defines.
i make my games for platforms; ios, android, mac os, wp8 and windows store apps. i quit playmaker because it is not compatible with all platforms and it does not give source code. also it has no collider option on any action. so your asset is great for me. if you make it compatible with all platform it will be perfect 🙂
if new release date is not soon, i would like to get solution now.
additional errors;
AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,30): error CS1061: ‘System.Type’ does not contain a definition for ‘GetMethod’ and no extension method ‘GetMethod’ accepting a first argument of type ‘System.Type’ could be found (are you missing a using directive or an assembly reference?)
AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,64): error CS0117: ‘System.Type’ does not contain a definition for ‘EmptyTypes’
generally i need sequential run. assume that i need 2 itween move actions in one state.i do not want to use 2 states for this. how can i do that using 1 state?
i confused 🙂 assume that i have a state. i added 2 actions there (A and B). Will A and B tun in sequence or will they run parallel?